On the 6th world, there are a few lands with no dragon-lord to guard them. These lands are called the lost lands and the land and the people within face hard times every day, and winter is no easier…
You awake in a strange city, with no knowledge of how you got there, only to find that you are not the only one with amnesia
An impious old mariner feels the lure of wanderlust. He leaves his family and home, but have the gods forgiven his blasphemy?
The unicorns are missing from the land of ‘Magical Airs’. Are they lost? Strayed, or stolen?
Sometimes, just sometimes, the best response isn’t to go for your sword first and ask questions afterwards.
Most advenurers have been forced to do a stint as caravan guards at some point in their career, just to see them through hard times. One would hope that they’d learned enough from the experience to pull off a successful raid themselves. The only catch - they mustn’t kill anybody.
A powerful wizard comes to a town to uncover treasure he believes is hiddes there. You must protect it.
If a strange dream guided you to a lost valley of wonder, guarding the path to a place of glory, would you be brave enough to go?
There was He, and there was She. And She was shy of men at first, always being told to distrust them. But He taught Her what love is, and promised Her everything he could. And they lived in happiness, and their love was perfect, for the rest of their lives.
What do you do if your employer begins to go mad? Particularly if you’ve managed to build up a long tradition of working for him.
The Crown Princess of Sadaren needs a husband! There’s just a few teeny little problems.
When a mysterious man hires them to slay Baza, the Yellow Priest, will the heroes find more than they bargained for?
A short adventure synopsis for any party which is getting a little too big for it’s boots.
The PCs enter a dilapidated old town where murders occur without provocation by men nearly gone insane, they meet a mysterious stranger, people on watch fall asleep quickly, and for the love of (Insert deity here) can’t get a decent night’s sleep (That is, they sleep, but don’t really feel rested at all).
When a falling meteor strikes a superstitious world…
Bandits from a manor overlooking a certain crucial trade pass are gaining power, and nobody knows how.
The empire of Madvar is ruled by a man who is slowly slipping into insanity. And now the gems of Madvar have been stolen.
In a nearby town villagers tell tales of adventurers being driven mad by an unknown force within the woods…
A town with rather strange inhabitants is in need and offers a moral decision for the party…
When valuable fish start floating downstream dead, the people of Shori fear for the worst.
THE GNOMES OF UDNALOR: Part I
Upon entering the deep underrealm of Udnalor, one must first pass through the upper halls, which were the residences of the gnomes in days of past glories. Now they have abandoned the fading tapestries to the worms and moles, and an uncanny silence reigns, laid over the oaken tables like the thick layers of dust and humus.
There may be creatures which now inhabit these areas: nests livid with giant maggots, rats and other vermin.
The watchtowers and passageways which lead to the Overground are frequently trodden, however. After all it takes a great many small humanoids to hoist a single giant rabbit corpse back through the fathoms of earth.
The gnomes primarily hunt giant rabbits with bows and arrows tipped with the subterranean poisons concocted by their best alchemists.